/
actor_child.go
82 lines (65 loc) · 1.62 KB
/
actor_child.go
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package cherryActor
import (
"strings"
"sync"
cfacade "github.com/cherry-game/cherry/facade"
)
type actorChild struct {
thisActor *Actor
childActors *sync.Map // key:childActorId, value:*actor
}
func newChild(thisActor *Actor) actorChild {
return actorChild{
thisActor: thisActor,
childActors: &sync.Map{},
}
}
func (p *actorChild) onStop() {
p.childActors.Range(func(key, value any) bool {
if childActor, ok := value.(*Actor); ok {
childActor.Exit()
}
return true
})
//p.childActors = nil
p.thisActor = nil
}
func (p *actorChild) Create(childID string, handler cfacade.IActorHandler) (cfacade.IActor, error) {
if p.thisActor.path.IsChild() {
return nil, ErrForbiddenCreateChildActor
}
if strings.TrimSpace(childID) == "" {
return nil, ErrActorIDIsNil
}
if thisActor, ok := p.Get(childID); ok {
return thisActor, nil
}
childActor, err := newActor(p.thisActor.ActorID(), childID, handler, p.thisActor.system)
if err != nil {
return nil, err
}
p.childActors.Store(childID, &childActor)
go childActor.run()
return &childActor, nil
}
func (p *actorChild) Get(childID string) (cfacade.IActor, bool) {
return p.GetActor(childID)
}
func (p *actorChild) GetActor(childID string) (*Actor, bool) {
if actorValue, ok := p.childActors.Load(childID); ok {
actor, found := actorValue.(*Actor)
return actor, found
}
return nil, false
}
func (p *actorChild) Remove(childID string) {
p.childActors.Delete(childID)
}
func (p *actorChild) Each(fn func(cfacade.IActor)) {
p.childActors.Range(func(key, value any) bool {
if actor, found := value.(*Actor); found {
fn(actor)
}
return true
})
}